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R F Gyro
Clones 4u
1306
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Posted - 2014.04.23 15:16:00 -
[1] - Quote
I was looking at the armor HP of various suits and plates, and it seems to me that slapping complex plates on suites (or complex extenders on shield tankers) is massively reducing the diversity of the suits.
Looking at prototype Gallente suits as an example, the base armor values (assuming max skills) are.., Scout gk,0 = 162 Assault gk.0 = 262 Sentinal gk.0 = 656
The assault is 1.62 times the scout, and the sentinal is 4 times the scout.
However, you can add 4 complex plates to each of those, giving the following...
Scout = 755 Assault = 855 Sentinal gk.0 = 1248
Now the assault is only 1.13 times the scout (an almost negligible difference) and the sentinel is 1.6 times the scout.
Does the EHP of the base suit make much difference to survivability in Dust, or is it all about how many complex extenders/plates you can fit?
Would plates & extenders be better if they worked by multiplying the base rather than adding to it?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Nocturnal Soul
Red and Silver Hand Amarr Empire
2954
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Posted - 2014.04.23 15:17:00 -
[2] - Quote
But when you have a HMG it makes all the difference.
Its alright everyone, no need to worry it's just an Amarr scout :(
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R F Gyro
Clones 4u
1307
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Posted - 2014.04.23 15:19:00 -
[3] - Quote
Nocturnal Soul wrote:But when you have a HMG it makes all the difference. Of course. I'm not saying that the other suits don't have their place.
I'm just worried that complex plates & extenders are reducing the difference in tanking capacity between different suits by too great a margin.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
92
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Posted - 2014.04.23 15:23:00 -
[4] - Quote
I don't know if you're suggesting removing extenders and plates
but that sounds hilarious so now i'm suggesting it
remove tanking ccp, stop letting these scrubs hide behind their shields and armor |
R F Gyro
Clones 4u
1307
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Posted - 2014.04.23 15:26:00 -
[5] - Quote
Jotun Izalaru wrote:I don't know if you're suggesting removing extenders and plates
but that sounds hilarious so now i'm suggesting it
remove tanking ccp, stop letting these scrubs hide behind their shields and armor No, of course not. Which is why I explicitly said
Quote:Would plates & extenders be better if they worked by multiplying the base rather than adding to it?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Jotun Izalaru
Goonfeet Special Planetary Emergency Response Group
92
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Posted - 2014.04.23 15:36:00 -
[6] - Quote
i think my suggestion is better |
Luk Manag
of Terror TRE GAFFEL
420
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Posted - 2014.04.23 15:37:00 -
[7] - Quote
Plates used to be worthless until CCP decided they needed a slight adjustment. They double buffed the armor HP and movement penalty. MLT plates add 85HP while MLT shield extenders add 22hp. In a logi squad, armor is better than shields, and the OP choice is obvious. They should bring back the old movement penalty, or increase the stacking penalty on all but the heavy suits. A 10% HP nerf to plates might also be reasonable. I also think the Assault and Heavy should get another high or low to really set them apart from the scouts.
There will be bullets. ACR+SMG [CEO of Terror]
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R F Gyro
Clones 4u
1307
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Posted - 2014.04.23 15:42:00 -
[8] - Quote
You make a good point regarding movement penalty.
Can CCP find a way to make it so that putting 4 complex plates on a scout suit reduces its movement speed to almost zero?
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Vell0cet
Dirt Nap Squad Dirt Nap Squad.
1435
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Posted - 2014.04.23 15:43:00 -
[9] - Quote
Luk Manag wrote:Plates used to be worthless until CCP decided they needed a slight adjustment. They double buffed the armor HP and movement penalty. MLT plates add 85HP while MLT shield extenders add 22hp. In a logi squad, armor is better than shields, and the OP choice is obvious. They should bring back the old movement penalty, or increase the stacking penalty on all but the heavy suits. A 10% HP nerf to plates might also be reasonable. I also think the Assault and Heavy should get another high or low to really set them apart from the scouts. ...or buff shields. I don't want TTK to drop. It's finally pretty decent (maybe slightly too short, but pretty damn close).
Best PvE idea ever!
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R F Gyro
Clones 4u
1307
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Posted - 2014.04.23 15:49:00 -
[10] - Quote
Vell0cet wrote:Luk Manag wrote:Plates used to be worthless until CCP decided they needed a slight adjustment. They double buffed the armor HP and movement penalty. MLT plates add 85HP while MLT shield extenders add 22hp. In a logi squad, armor is better than shields, and the OP choice is obvious. They should bring back the old movement penalty, or increase the stacking penalty on all but the heavy suits. A 10% HP nerf to plates might also be reasonable. I also think the Assault and Heavy should get another high or low to really set them apart from the scouts. ...or buff shields. I don't want TTK to drop. It's finally pretty decent (maybe slightly too short, but pretty damn close). Nope, an overall drop in average TTK wouldn't be good.
However, replacing a +148 HP bonus (max skills) with a x1.20 bonus would probably be OK.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Cody Sietz
Bullet Cluster Lokun Listamenn
3103
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Posted - 2014.04.23 15:50:00 -
[11] - Quote
Yeah, I though they were going to increase TTK by giving all suits more base ehp and I figured assaults would have gotten a better bump then the rest.
Of course, I was wrong and they increase TTK by nerfing 4 rifles and their variants. Everything else wasn't touched or they got buffs.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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